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Unified Diff: client/deps/glbench/src/shaders.cc

Issue 1282001: Added window manager graphics performance tests to gl_Bench. (Closed)
Patch Set: Implemented requested name change, retested Created 10 years, 9 months ago
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Index: client/deps/glbench/src/shaders.cc
diff --git a/client/deps/glbench/src/shaders.cc b/client/deps/glbench/src/shaders.cc
index 983c57c5c9b612a06b4e84f9becea80e7f38ed2c..b414e77270315e07a02290037d1ff97a735cdc68 100644
--- a/client/deps/glbench/src/shaders.cc
+++ b/client/deps/glbench/src/shaders.cc
@@ -80,7 +80,6 @@ ShaderProgram AttributeFetchShaderProgram(int attribute_count,
return program;
}
-
#define I915_WORKAROUND 1
#if I915_WORKAROUND
@@ -107,6 +106,175 @@ ShaderProgram AttributeFetchShaderProgram(int attribute_count,
#define DDY "ddy"
#endif
+const char *basic_texture_vertex_shader =
+"attribute vec4 c1;"
+"attribute vec4 c2;"
+"varying vec2 v1;"
+"void main() {"
+" gl_Position = c1;"
+" " V1 " = c2;"
+"}";
+
+const char *basic_texture_fragment_shader =
+"uniform sampler2D texture_sampler;"
+"varying vec2 v1;"
+"void main() {"
+" gl_FragColor = texture2D(texture_sampler, " V1 ".xy);"
+"}";
+
+ShaderProgram BasicTextureShaderProgram(GLuint vertex_buffer,
+ GLuint texture_buffer) {
+ ShaderProgram program =
+ InitShaderProgram(basic_texture_vertex_shader,
+ basic_texture_fragment_shader);
+
+ // Set up the texture sampler
+ int textureSampler = glGetUniformLocation(program, "texture_sampler");
+ glUniform1i(textureSampler, 0);
+
+ // Set up vertex attribute
+ int attribute_index = glGetAttribLocation(program, "c1");
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ // Set up texture attribute
+ attribute_index = glGetAttribLocation(program, "c2");
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ return program;
+}
+
+const char *double_texture_blend_vertex_shader =
+"attribute vec4 c1;"
+"attribute vec4 c2;"
+"attribute vec4 c3;"
+"varying vec2 v1;"
+"varying vec2 v2;"
+"void main() {"
+" gl_Position = c1;"
+" " V1 " = c2;"
+" " V2 " = c3;"
+"}";
+
+const char *double_texture_blend_fragment_shader =
+"uniform sampler2D texture_sampler_0;"
+"uniform sampler2D texture_sampler_1;"
+"varying vec2 v1;"
+"varying vec2 v2;"
+"void main() {"
+" vec4 one = texture2D(texture_sampler_0, " V1 ".xy);"
+" vec4 two = texture2D(texture_sampler_1, " V2 ".xy);"
+" gl_FragColor = mix(one, two, 0.5);"
+"}";
+
+// This shader blends the three textures
+ShaderProgram DoubleTextureBlendShaderProgram(GLuint vertex_buffer,
+ GLuint texture_buffer_0,
+ GLuint texture_buffer_1) {
+ ShaderProgram program =
+ InitShaderProgram(double_texture_blend_vertex_shader,
+ double_texture_blend_fragment_shader);
+
+ // Set up the texture sampler
+ int textureSampler0 = glGetUniformLocation(program, "texture_sampler_0");
+ glUniform1i(textureSampler0, 0);
+ int textureSampler1 = glGetUniformLocation(program, "texture_sampler_1");
+ glUniform1i(textureSampler1, 1);
+
+ // Set up vertex attribute
+ int attribute_index = glGetAttribLocation(program, "c1");
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ // Set up texture attributes
+ attribute_index = glGetAttribLocation(program, "c2");
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_0);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ attribute_index = glGetAttribLocation(program, "c3");
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_1);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ return program;
+}
+
+const char *triple_texture_blend_vertex_shader =
+"attribute vec4 c1;"
+"attribute vec4 c2;"
+"attribute vec4 c3;"
+"attribute vec4 c4;"
+"varying vec2 v1;"
+"varying vec2 v2;"
+"varying vec2 v3;"
+"void main() {"
+" gl_Position = c1;"
+" " V1 " = c2;"
+" " V2 " = c3;"
+" " V3 " = c4;"
+"}";
+
+const char *triple_texture_blend_fragment_shader =
+"uniform sampler2D texture_sampler_0;"
+"uniform sampler2D texture_sampler_1;"
+"uniform sampler2D texture_sampler_2;"
+"varying vec2 v1;"
+"varying vec2 v2;"
+"varying vec2 v3;"
+"void main() {"
+" vec4 one = texture2D(texture_sampler_0, " V1 ".xy);"
+" vec4 two = texture2D(texture_sampler_1, " V2 ".xy);"
+" vec4 three = texture2D(texture_sampler_2, " V3 ".xy);"
+" gl_FragColor = mix(mix(one, two, 0.5), three, 0.5);"
+"}";
+
+// This shader blends the three textures
+ShaderProgram TripleTextureBlendShaderProgram(GLuint vertex_buffer,
+ GLuint texture_buffer_0,
+ GLuint texture_buffer_1,
+ GLuint texture_buffer_2) {
+ ShaderProgram program =
+ InitShaderProgram(triple_texture_blend_vertex_shader,
+ triple_texture_blend_fragment_shader);
+
+ // Set up the texture sampler
+ int textureSampler0 = glGetUniformLocation(program, "texture_sampler_0");
+ glUniform1i(textureSampler0, 0);
+ int textureSampler1 = glGetUniformLocation(program, "texture_sampler_1");
+ glUniform1i(textureSampler1, 1);
+ int textureSampler2 = glGetUniformLocation(program, "texture_sampler_2");
+ glUniform1i(textureSampler2, 2);
+
+ // Set up vertex attribute
+ int attribute_index = glGetAttribLocation(program, "c1");
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ // Set up texture attributes
+ attribute_index = glGetAttribLocation(program, "c2");
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_0);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ attribute_index = glGetAttribLocation(program, "c3");
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_1);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ attribute_index = glGetAttribLocation(program, "c4");
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_2);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ return program;
+}
+
const char *vertex_shader_1_varying =
"attribute vec4 c;"
"varying vec4 v1;"
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